The presentation and workings definitely need some work.
The fluff at the beginning is a bit lacking and the column layouti s really awkward. I would suggest making it part of the same column layout as the rest of the document, like 5e books do.
Mechanics-wise, having "Generic" + specific genie is a pretty good move.
Sure-footed is alright as far as a ribbon ability goes, which most patrons give at 1st level.
Friends of the Elementals has some potential, but "Elemental saving throws" isn't a demonstrated key phrase, so there's no real definition for it. "Beginning at 6th level, you gain advantage on all saving throws against effects that deal acid, cold, fire, lightning, or thunder damage." would be a better wording.
10th level's feature would be nice, but breaking concentration rules for players is kind of a huge no-no, especially with one like this that lets you break the action economy. As well, genies in the MM are all way more powerful than what the spell can normally let you summon.
And finally, damage immunity is a bit iffy. It might be fine, since it's one of a number of somewhat-uncommon types, but it's also something that no classes released thus far have access to.
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